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View Code? Open in Web Editor NEWCreate Crafts & Additions, Addon to the Create mod by the Create Team.
License: Other
Create Crafts & Additions, Addon to the Create mod by the Create Team.
License: Other
Current mechanics of multimeter are unclear to me and I think they requires some changes. Here are some of my suggestions:
There are two options - either we can retain multimeter in game, or we can get rid of it by incorporating it's functionality into engineering goggles
This assumes that mutlimeter is retained:
KFET
: Kilo-FE-Tick as an analogue from KWH.The second option is my preferred one. I think, that multimeter tool is superfluous. We can completely get rid of it if only following things were to be implemented:
+X fe/t
if connector produces energy and -X fe/t
if connector consumes energy. In my opinion that would be the cleanest way and easy to implement.Destroying the connectors isn't possible with the wrench.
Hey, sorry to rush already, and i hope you know this already but Create 0.3.1 just came out with a bunch of new things, but create crafts & additions isnt compatible with it! hopefully you can get this out soon.
Optifine absolutely hates the Rolling Mill and refuses to load it, It crashes when trying to load the shaft that runs through the centre. crash report states "Crashed while trying to render block entity"
Name said it all, a machine that do the sanding for us
need Rotation Force + Sand Paper in order to operate
Currently all of Create's various crafting techniques (even the "mysterious" ones) show all their recipes in JEI and update with Crafttweaker changes.
I would like if the Diamond Grit Sandpaper mimicked the behavior of its Create counterparts (Sand Paper and Red Sand Paper) in this regard. Here is an image to give you an idea what I'm talking about. This is what appears for Sand Paper when I show uses for it with JEI:
hi i suggest a
Copper Pole
Currently wire is always rendered as a 2 or 3 pixel arc. It is very hard to see up close and needlessly thick if looking from farther away. Please, consider making it a solid model or something similar to vanilla lead instead.
The messages appearing above the quickbar should be replaced with either rendered, colored lead, that shows it's preview in blue if aiming at non-connectible blocks or in the air, green if it can be connected to aimed block and red if it can't be connected (node limit reached, too far away, wrong connector).
Another way instead of rendering something like a lead in arc would be to draw create's wireframe box around target block, or use the particle system to draw a blue/green/red line to player/targeted block.
There is something pretty annoying with connecting many things together into serial connection - right now when you want to connect A-B-C-D
you have to click A,B, then B,C, then C,D. Instead we could enter "connection mode" (if you ever played factorio then you should know what I mean) - basically you continue connecting the wire from last clicked connector. in above case I would have to simply click in A, B, C and D. To finish after D we could click anywhere else when connection can't be made or shift-right-click.
Block that charges electrical items.
This was something I actually suggested to the Integrated dynamics dev with a more broad idea that happened to fit my use case, however that was as of yet unused.
I like Creates Nixie tubes and enjoy the fact that they do support nametags but, name tags are ever so limiting! I personally would love if I could do FE total displays on Nixie tubes or just put anything that isn't a static value on them. A Redstone value between 0-15 isn't good enough for an FE display, plain and simple.
If there were a way to plug some sort of string writer to read Integrated dynamics variables (or some other method) would be brilliant.
Thank you for reading this, sorry if my idea is too hyper specific or too extraneous to incorporate.
Because right clicking on something that looks like furnace and not getting the UI is pretty weird.
Describe the bug
Title.
To Reproduce
Steps to reproduce the bug:
Set up a cog network to transfer a large amount of stress into power
Place alternators next to each other and facing the cogs
Observe any power consumer behind it not receiving power.
Additional context
Edge-cases: If you have generators in an L shape, only 1 will produce power, and the other two will not. They all will still consume power though.
Client crashes when placing a crude burner in the world.
https://pastebin.com/GVWkv1VQ
Mod version: 20210515b
Forge version: 36.1.0
Create version: 3.1c
i wanna sugest a chunk loader that automatically works moving contraptions and can work with a rotational energy
Would be very cool if there was a way to leverage kinetic energy for the purposes of pressure generation!
I'm making a modpack where progression follows kinetic > hydraulic > pneumatic and so it would be very cool to be able to implement the bridge between Create and PneumaticCraft via such a machine.
For the Cogwheel-Mates if they want to power stuff with cogwheels
Hope this Suggestion is Approved
i do think that a villager would be neet
Perhaps add the Hold Shift feature that shows information about the item/block i think that would be better, also maybe add some kind of different texture to the alternator/electric motor's electric part?, to show that part is electrical related
Make accumulator a passive network element with only one connector (two connectors logic is too cumbersome).
energy stored / capacity
of accumulatorDescription
This mod is incredible, but one thing that is missing is the ability to disable power into/out of a block.
Suggestion
I suggest you include a block that relays energy transmission based on redstone input.
This would be similar to how the gearshift is able to invert shaft rotation when receiving a redstone signal.
Well, the title is self-explanatory.
Zinc might not be very useful for other tech mods, but there's an external heater compat already, so I'm just throwing a suggestion.
If this is not easy, please just disregard it! (I have no knowledge of coding)
Big thanks to this wonderful mod by the way!
would it be possible to make it a config to replace the IE heater?
and does the induction heater work on blast furnace?
and would it be bossible to make it work with multiblocks like blast furnace or kiln
Title explains perfectly. My game crashes even before I can enter the main menu. If it still helps, here is my current mods and stuff ripped from previous crash log i had (NOT RELATED TO THIS)
compared to other mods the power generated from this mod is just unusable, my suggestion is for an item enabled in the config, this item goes in front of a alternator to build a energy converter based off available stress, ex: ALT*Su/4=Fe. where alt is energy output of the alternator and su is the stress capacity of the system its connected too, you could edit the amount of su its allowed to consume by scrolling on the back, if you go to the very top it gets set to max using all stress in the system allowing no more parts to be attached. the energy output of this would send the other energy items in this mod over capacity so it would most likely only be used with other modded items, like the mekanism mod, so it would have to be disabled by default.
Hello, can you add a mechanical sieve for better compatibility with Ex Nihilo: Sequentia?
Induction Heater doesn't heat the furnace burner that has a Create's furnace engine mounted on it even when the settings in mod config are set up:
#Heater
[heater]
#Enable Induction Heater when attached to a Furnace Engine.
heater_furnace_engine_enable = true
To Reproduce
Additional context
createaddition-1.16.5-20210422a.jar
36.1.4
0.3.1c
hey just a quick question is there a way it would be possible to have a chunkloader on a moving contraption?
Machine that launches arrows, fire charges and other projectile entities that can be shot with dispenser but to the controlled destination the same way as newly added Create's weighted ejector launches items and mobs.
If Sandpaper is attached to the belt on it: Items over it get polished which will use one durability point of sandpaper
Appearence:
Mechanical Belt is around 3 shafts in a Andesite casing slab or / block. the middle shaft will rotate the belt :D
Additional features:
I've already created several issues with suggestions, and will create some more in a few seconds, but because I didn't write it earlier - great job! This is a very good and climatic mod that fits right into the create style! Keep it up!
So here are my propositions to connectors:
+FE/t
and -FE/t
if connector produces/consumes FE. Machines should only display "Maximum +-FE/t production/consumption".finally found out this is whats causing the immersive engineering external heater to be uncraftable and thus breaking a good chunk of my modpack, please add a config setting to stop doing that.
Is it possible to add the ponder Feature to these Machines
Maybe I should list this as an enhancement, but it's kind of weird, and different from how most power machines/generators work. (At the very least, a config option would be nice.)
Basically, the alternator gives off a certain amount of power every second instead of giving off the power every tick. Nothing is technically wrong with this, it's just a bit of an oddity.
Also displaying it in power per second makes the player have to divide by 20 when trying to calculate how much power it's actually outputting(Which can cause a bit of confusion for some.)
Consider this really low priority I suppose.
Make it so that wire can be directly connected to those elements without an extra connector. Basically do the same thing that accumulator has.
Very similar to Redstone Relay but working in reverse - outputs redstone signal based on current FE and maximum possible FE flow in wire as floor(15*FE/maxFEflow)
.
It would be nice to be able to read the power level of the accumulator with a comparator to use in automated systems to shut down thing like furnace generators when the battery is full.
Found when the alternator is next to a energy receiving block, the alternator will send to that block even if the receiving block is unable to take energy at that moment. Also Energy is sent to sides that are outputs.
Edit:
Version: 1.16.4-20210303a
Forge: 36.0.45
When clicked with lava bucket, furnace burner consumes the bucket. When destroyed, the bucket is dropped back.
Additional context
createaddition-1.16.5-20210422a.jar
36.1.4
0.3.1c
The config file in config/createaddition-common.toml doesn't seem to affect behavior of the blocks, I've tried changing the power output and stress values in the alternator and the electric motor, but there was no change in game.
You may heard of a Transformator is it possible to add this thing, that can be configurated with a wrench to lower or turn up FE?
This is probably a long shot.
I'd like to see the addition of a redstone switch. This would pass a redstone signal (input > output) when it gets another redstone value at the side. (So basically like the redstone relay but for rs instead of fe).
Reason/Use: Ladder logic. The switch would act like the input contacts of the ladder.
More ideal would be if they would be wireless (like the redstone links), but non-wireless would fine.
The advantage would be that one could make highly complex control systems in a minecraft-y way. And since ladder logic is widely used in the industry it even serves an educational purpose. It would look something like this:
Where the birch represents the redstone switch/contact. The top rung how it would look if they would be wireless, the bottom rung if they were not (left shows control on north side, right on top, which would save space between rungs).
Describe the bug
Since Immersive Engineering (IE) is an optional dependency. Create Additions should work without IE. However, since ChargerTileEntity uses an interface from IE, it will throw a java.lang.NoClassDefFoundError
on startup if IE is not installed.
To Reproduce
Use Create Addition without IE and try to start up a server.
Additional context
"block.createaddition.creative_energy.tooltip": "ALTERNATOR",
Is this a mistake?
This might be kinda hard to make
how about a Tinkerer in Electrical and Mechanical version, which could get items from a Weighted ejector, belts etc
but it's so you filter a item you want to craft and this machine will autocraft it :D
Describe the bug
The alternator seems unable to transfer more than ~205 FE/t at 256 RPM to IE connectors no matter what configs are.
To Reproduce
attach a creative motor turned to 256 RPM to the alternator, attach any IE connector with any IE wire to any consumer of FE
Additional context
205 FE/t seems to be 1/20 of the expected output so maybe there is some sort of bug with FE/t vs FE/s?
Um how about Silicium that is made by smelting quartz and then Roll it into a Silicium plate to make solar motor (generates RPM[speed configureable with wrench]) or Solar Generator(Generates FE) that works of course only while its day and it can see Sky
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